Press release
Global Online Microtransaction Market Report 2022 Analysis And Forecast To 2026 | Major Key Players, Trends, Business Overview, And Competitive Analysis
The global online microtransaction market size is expected to grow from $59.49 billion in 2021 to $67.60 billion in 2022 at a compound annual growth rate (CAGR) of 13.6%. The growth in the market is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The online microtransaction market is expected to reach $106.02 billion in 2026 at a CAGR of 11.9%.The Business Research Company offers the Online Microtransaction Global Market Report 2022 in its research report store. It is the most comprehensive report available on this market and will help gain a truly global perspective as it covers 60 geographies. The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by region and by country. It also compares the market's historic and forecast growth, and highlights important trends and strategies that players in the market can adopt.
Directly purchase the report here: https://www.thebusinessresearchcompany.com/purchaseoptions.aspx?id=3048
The online microtransaction market consists of sales of in-game virtual goods and its related services. Microtransactions are in-game purchases of virtual items for small amounts of money. These often appear in free-to-play games that do not have any cost for downloading the game and only includes the online cost for virtual goods. Microtransactions are done to unlock specific features or enhance the special abilities, content or character in a game.
Some key online microtransaction market players are SmileGate (CrossFire), Riot Games, Inc., Nexon Co., Ltd., Wargaming.net, NCSoft, Activision Blizzard Inc., Electronic Arts Inc., Valve Corporation, Tencent Holdings Ltd., NetEase Inc., Microsoft Corp., GungHo Online Entertainment Inc., CyberAgent Inc., The Walt Disney Co., Ubisoft Entertainment, Niantic Inc., and Take-Two Interactive.
The countries covered in the global online microtransaction market are Argentina, Australia, Austria, Belgium, Brazil, Canada, Chile, China, Colombia, Czech Republic, Denmark, Egypt, Finland, France, Germany, Hong Kong, India, Indonesia, Ireland, Israel, Italy, Japan, Malaysia, Mexico, Netherlands, New Zealand, Nigeria, Norway, Peru, Philippines, Poland, Portugal, Romania, Russia, Saudi Arabia, Singapore, South Africa, South Korea, Spain, Sweden, Switzerland, Thailand, Turkey, UAE, UK, USA, Venezuela, Vietnam.
The regions covered in the global online microtransaction market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
Online microtransaction Market Segmentation:
1) By Type: In-Game Curriencies, Random Chance Puchases, In-Game Items, Expiration
2) By Device: Mobile, Console, PC
3) By Model: Prepay Model, Postpay Model, Others
See more on the report at https://www.thebusinessresearchcompany.com/report/online-microtransaction-global-market-report
The Report's Table Of Contents includes
1. Executive Summary
2. Online Microtransaction Market Characteristics
3. Online Microtransaction Market Trends And Strategies
4. Impact Of COVID-19 On Online Microtransaction
5. Online Microtransaction Market Size And Growth
……
27. Online Microtransaction Market Competitive Landscape And Company Profiles
28. Key Mergers And Acquisitions In The Online Microtransaction Market
29. Online Microtransaction Market Future Outlook and Potential Analysis
30. Appendix
This report covers the trends and market dynamics of the online microtransaction market in major countries - Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, and USA. The report also includes consumer surveys and various future opportunities for the market.
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